Chapter 1278 Career Setting
The designers looked at the design plan, combined with Min Jingchao's explanation, with different expressions.

Obviously, this design scheme is quite subversive for traditional FPS games.

And it's not the kind of head-slapping, whimsical subversion, but Min Jingchao's improvement of FPS gameplay after accumulating a lot of experience in game balance and mechanism innovation at GOG.

Will this gameplay be more fun than the traditional blasting mode and chug mode?
Not necessarily.

Because classic mode is called classic mode because its fun may fade, but it will never be outdated.

At least for a few years, the classic mode of FPS games will still have a large number of players.

But the task of "Bullet Scar 2" is not to surpass, but to find another way.

As Min Jingchao said before, Mr. Pei actually hinted very clearly that continuing to follow the classic mode will inevitably collide with games such as "Sea Fortress" and "Anti-Terrorism Plan". As a latecomer, "Bullet Scar 2" does not have any The accumulation of players is actually very disadvantageous.

Therefore, choosing this new type of battle mode is equivalent to providing a different gaming experience for FPS players, forming a dislocation competition with other FPS games.

From this point of view, "Bullet Hole 2" does not need to surpass "Sea Fortress" and "Anti-Terrorism Plan", as long as it is the best in this subdivided field and can make stable profits, then it will fully achieve its goal.

Some designers were moved by Min Jingchao's whimsical ideas, and felt that this proposal was bold and subversive, while some designers were full of doubts about it.

Can a new gameplay with such a high degree of originality work?

Influenced by Zhou Muyan, Tianhuo Studio made games for profit and to avoid risks, and the overall focus was on safety.

Before developing a game, it is best to find a prototype from a successful game, so that there is no doubt in doing it.

Otherwise, once it fails, the research and development funds ranging from a few million to tens of millions will be wasted. This is not something ordinary game companies can afford.

It's just that they looked at Zhou Muyan and found that Zhou Muyan didn't raise any objections, so they didn't speak in silence.

Of course Zhou Muyan felt guilty.

Because the process of "Bullet 2" from project approval to development is full of unreliability!

In the beginning, Mr. Pei just put forward a few opinions at the meeting, and then Min Jingchao made a wild design, and the prototype of the game came out.

The archetype of a successful game?market research?Feasibility argument?
None at all!

This is completely contrary to Zhou Muyan's previous development process.

But he can't say much. After all, Mr. Pei's prestige is here, and Min Jingchao is a very capable designer under Mr. Pei, and he has the successful experience of GOG as a foundation. He can't question this.

Moreover, this plan seems relatively perfect in theory, and Min Jingchao has considered all aspects of the problem, so it is not considered a risk.

Sun Xi raised his hand and said, "I saw some special character mechanisms written on the design plan, such as career settings."

"This profession is not the same as the profession I understand."

"At first I thought it was a combat profession, but I didn't expect it to be closer to a life profession."

"Are there any special considerations in this regard?"

The so-called combat occupations are occupations that have a direct impact on combat capabilities.

For example, in the traditional settings of warrior, assassin, and mage, different professions have different fighting styles, some run fast, and some have high long-range damage.

In the game "Bullet Scar 2", Sun Xi understands that the occupations will also affect the combat ability.

For example, when a sniper uses a sniper rifle, it does more damage and has certain concealment and anti-detection effects; an assault soldier may mainly use a submachine gun, and at the same time has a fast movement skill; a heavy armored soldier moves slowly but has stronger firepower, etc.

It is not easy to distinguish between occupations in games with a modern warfare background, but it is no problem in future battlefields.

All these skills can be explained by high technology.

In Sun Xi's view, since the big map has already made these mechanisms, and Min Jingchao is the designer of GOG, isn't it normal to give players some skills?

However, the occupations written in Min Jingchao's design plan are more inclined to life occupations, that is, occupations that do not directly affect combat ability.

For example, the doctor profession saves lives faster. At the same time, it is easier to obtain medical supplies when opening boxes when searching. The scattered medical supplies on the map will also be highlighted. You can carry more medical supplies, and you can also spend a certain amount of time to transform these supplies. , making them heal more or have some other buff.

Engineers have the ability to repair stronghold machinery, can use materials to increase the lethality of some stronghold weapons, and can repair the outer walls of strongholds.

The only thing that has something to do with combat ability is the machine gunner. When operating the heavy machine gun in the stronghold, the reload speed is faster and the shooting is more accurate, but this increase is also very limited, and if you want to use this ability, you must first occupy the A stronghold can only be used after occupying a fixed machine gun.

In addition, there are a series of limiting factors such as blind spots of viewing angle and limited number of bullets.

There are some abilities that can be made into professions, but they are not made into professions, but are made into props or regular skills, such as anti-reconnaissance.

There are two different anti-reconnaissance methods in the game, one is the optical camouflage effect, and the other is the anti-radar effect. The former can make yourself integrated with the environment, making it difficult for other players to detect with the naked eye, while the latter is to make yourself in the Disappeared on radar detection.

Only one of these two detection effects can be selected, and it should be replaced according to the actual situation. For example, large strongholds are covered by radar, and it is better to use optical camouflage in places where radar cannot be covered in the wild.

Of course, in order to prevent the situation of optical camouflage everywhere, these resources will be limited to a certain extent. At the same time, players can also have the countermeasure of "small portable radar".

This ability can actually be used to develop a profession similar to "ghost", but Min Jingchao didn't do that either, but made it a general-purpose prop that everyone can use if they find it. Of course, there is a certain amount and time limit.

Min Jingchao said: "In this regard, my consideration is...Although the combat profession seems to have a higher degree of differentiation and richer gameplay, it is easy to have the opposite effect in FPS games."

"That is to say, it seems that the gameplay is richer, but in fact it makes the gameplay more simple."

"The balance of FPS games and combat professions is difficult to achieve, and even conflicts with the core of FPS games."

"FPS games must be a game where you beat me and I beat you. This is the main premise. If it is made to be as balanced as a MOBA game, it is necessary to let the ranged occupations scrape the melee occupations. This is obviously not appropriate."

In MOBA games, many shooters obviously have guns, but it still takes a lot of A shots to kill some tank heroes and assassins.

This is because the range of the shooter is already long. If the damage is higher, the team battle is likely to become a brainless four guarantees one, and it all depends on which shooter's output is more ruthless.

In order to ensure the balance of the game, it is necessary to form a relationship of cyclical restraint and impose some restrictions on the shooter's output ability.

But FPS games can't be like this, otherwise its most basic fun will be gone.

If you want to keep the core gameplay of FPS games and add combat classes, it will be difficult to balance.

Min Jingchao explained: "Let me give a relatively common example. Suppose there are several different types in an FPS game: tank occupation, with slow movement speed, high defense, and many bullets; assault occupation, with fast displacement speed; sniper occupation, with certain The stealth effect, the long-range damage is high; the healing profession, can increase the blood of teammates."

"Then let me ask you, which profession should a novice choose?"

Sun Xi thought for a while: "Tank or healer?"

Min Jingchao shook his head: "If you choose the tank class, you will find yourself a living target. If you choose the assault class, you can't catch it, and if you choose a tank class that hurts you, you will just lie down; if you choose the healer class, you You will find that you follow your teammates submissively throughout the whole process, but any enemy can cut you to death."

"So the therapist asked, why didn't you protect me? Others may be thinking, why does this milky dish die at every turn?"

"At this time, you may think, the rush class is so good, I also play it, so here comes the problem, although you are indeed better than before, but when you meet other masters who also play the dash class, you still give it for nothing."

Sun Xi wondered, "That's not right, if the assault profession is so strong, then the game will be unbalanced, and it needs to be weakened."

Min Jingchao asked back: "Then what degree do you think is more appropriate to shave?"

"The setting of the assault profession is flexible movement. When a master uses it, killing people is invisible. If you change its damage to a very scrape, then the master simply plays a tank or a sniper. This game may become a tank or a sniper again. world."

"MOBA games have different occupations because they can do cyclical restraint relationships, and players can accept such things as scraping melee from a distance."

"But in FPS games, everyone uses guns to scrape in melee from a distance, which is equivalent to directly destroying the fun of FPS games."

"However, under the premise of retaining this kind of fun, FPS games are a game of 'you beat me, I beat you'. The rush profession has a huge advantage naturally. No matter how you cut it, it won’t achieve the effect, and it’s still useless for a master to use it.”

"For novices, it's an endless loop. If you don't play the rush job, you will be beaten by the big boss. If you play the rush job, you will still be hanged and beaten by the boss."

"Except for those bosses who can really play tricks, the game experience of other players will be destroyed."

"The fun of FPS games is that they kill quickly and die quickly. Novices can also kill masters through Yinren. As long as the gap in rank is not too large, they will never be helpless to fight back."

"Therefore, these special mechanisms must be restrained. The displacement ability, whether it is teleportation, acceleration or gliding, can not be given. The more you give, the greater the gap between players, and the less game experience for novice players. "

"And the distinction between life occupations is obvious. It is to allow players to divide the work in the second stage of the battle. Some are responsible for firing guns and guarding points, some are responsible for searching for medical supplies to save people, and some are responsible for repairing machinery."

"If you want to quickly restore a stronghold to operation after occupying it, you need players of different professions to coordinate and cooperate, and the commander must also allocate manpower well."

"Regardless of the profession, the gap in combat will not be too large, so as to ensure the gaming experience of novice players to the greatest extent, and it will not happen frequently that big players kill dozens of players in one game."

 Chapter 2 a little later

  
 
(End of this chapter)

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